One of the greatest strengths of the early Silent Hill games - developed by internal Konami studio Team Silent - is their exceptional character design. The characters presented in these games are among the best in all of gaming history at illiciting emotional responses from the players - both positive and negative.
It all starts at the top, as the protagonists of all three games stand tall and proud as paragons of game character design. This blog will contain major plot spoilers for Silent Hill 1-3. Read at your own risk!
Having relatable and likable characters is essential to the success of just about any horror story (whether in the form of a book, movie, game, or any other medium). It's hard to feel afraid for a character that you just don't care for.
Harry Mason of Silent Hill is a great example of a relatable "Joe Everyman" protagonist. Harry is a simple writer trying to take his daughter on a vacation. He wrecks his car and wakes up to find his daughter is missing in a seemingly deserted and haunted town that is closed off from the outside world. Harry isn't a superhero or elite special forces operative. He's just a guy. He could be anybody. This makes him instantly relatable to an audience. [More]
Big news on February 15: a meteor struck Russia at the same time that an asteroid passed within the orbit of geo-synchronous satellites.
I have to say that I am not surprised that the Chicago Bears decided to fire Lovie Smith after the second late-season collapse by the team that lead the division the first half of the year. I also agree with the decision, mostly. During the entire tenure of Lovie Smith, the Bears' offense has been incompetant. Lovie is a great defensive mind, but I'm just not sold on his ability as a head coach. And judging by the fact that no other teams hired him, I guess I'm not the only one who had doubts.
The Bears went through several offensive coordinators during Smith's time, including the revolutionary mind of Mike Martz, but the team's offense remained abysmal throughout. They changed quarterbacks, changed offensive linemen, changed running backs, and rotated through a number of receivers. They even changed stadiums. The only constant was Smith.
The firing of Lovie Smith just further expands my concerns with the Bears' defense. I've already expressed fear that the defense is getting old and that veterans like Brian Urlacher, Lance Briggs, and Charles Tillman just might not have much left in their tanks. The window is definitely closing for these players, and they can't afford to wait around for several "rebuilding" years in order to become championship contenders again. I want to see Brian Urlacher win a SuperBowl with the Chicago Bears, but if the team's new coaching staff isn't able to fix Chicago's offensive woes, while maintaining strength on defense, then it doesn't look like Urlacher will get that ring. At least, not with the Bears.
New Chicago Bears head coach, Marc Trestman.
Saturday, January 19, 2013 06:27 PM
It looks like there's going to be a lot of changes ahead for UNLV's football team. Early designs for a new domed football stadium near the UNLV campus have been floating around the internet for a few weeks, and news also recently broke that Timm Rosenbach has been hired as the team's new offensive coordinator.
In your face, Jerry Jones!
Concept art for the UNLV Now football stadium, featuring a 100-yard-wide video screen. We'll never squint at an instant replay again...
The stadium will be replacing decades-old Sam Boyd stadium (located in the outskirts of town near Henderson, NV), and is supposed to be built on-campus, near the Thomas & Mack Center, only a few blocks away from the Las Vegas strip. The stadium is going to have a retractable dome roof, a seating capacity of 60,000+, and a 100-yard wide video screen. That's right, this stadium is going to have a video screen running the entire length of the football field, effectively making a whole side of the stadium unsuitable for seating.
Now on a 100-yard-wide video screen: the "Rebel Girls"!
The designers and backers of the new stadium want a building that exhibits the uniqueness and flair of Las Vegas, and they think a massive video screen is the way to do it. I guess mounting video poker machines on the backs of everyone's seats wouldn't fly. I'm not terribly thrilled about the video screen idea. A dick-measuring contest with Jerry Jones isn't my idea of improving the football program, and I highly doubt that any video screen is going to attract higher-profile recruits to the program unless the team actually starts winning. Maybe we can use close-ups of the cheerleaders to distract the visiting team? [More]
This review was originally published 09/14/2010 on Game Observer (now defunct as of 05/13/2014). It has been republished here for archival purposes.
More than just a roster-update, but Gameflow is worthless and not worth the full price if you already own Madden 10.
It’s that time of year again. It’s time for the annual release of EA’s powerhouse licensed NFL game, Madden. This year’s release promises to completely redefine the way people play football games by bringing the playbooks of hundreds of plays down to one pre-selected play based on a Gameplan. It’s the way NFL coaches really do it, and once you stop and think about it, the idea really is brilliant. But a good game needs more than just good ideas. The ideas need to work. And Gameplanning just simply doesn’t.
I’ve always played the Madden games for the strategy and coaching elements. So when I first heard that the game would now be picking my plays for me, I was skeptical and afraid. But after hearing the arguments, and thinking about it a little bit, the change actually did make sense and even had me excited.
The Madden developers were claiming that gamers would be able to Gameplan for their upcoming opponent by setting up which plays to run in any given situation -- exactly how real NFL coaches do it. The system also had the potential to make full-length, 15-minute-quarter games more playable and practical, since the combination of the Accelerated Clock and GameFlow means that all the time spent between plays is now simulated. A default-length game of 7-minute quarters takes half an hour. And a full-length 15-minute-quarter game can be completed in less than an hour. An in-game save would have also helped make full-length games more practical for those of us who still may not have a full hour to devote for one continuous game. But too bad, we didn’t get that. [More]